Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.
Power Resistance
Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he or she must make a level check (1d20 + psionic character’s class level) equal to or greater than the creature’s power resistance for the power to affect it.
Psi Power Cost
The cost of each level psi power *WITHOUT* any modification is as follows:
Level 0 - 1
Level 1 - 3
Level 2 - 5
Level 3 - 7
Level 4 - 10
Level 5 - 15
Level 0 Powers
Burst
Dexterity
Power Point Cost: 1
Level: 0; Display: Audible; Manifestation Time: See text; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round
The target increases his or her base speed by +10 feet on his or her next turn. The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round. Manifesting the power is a free action. If manifested on another creature, the manifestation time is an attack action.
Conceal Thoughts
Charisma [Mind-Affecting]
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 round; Range: Close; Target: Personal; Duration: 1 hour/level; Saving Throw: Will negates (harmless); Power Resistance: Yes
You protect your thoughts from analysis. While the duration lasts, the feat Psychic Inquisitor fails to operate against you, and you gain a +20 circumstance bonus on Bluff checks against those attempting to discern your true intentions with Sense Motive. You also gain a +4 bonus on your saving throw against any power used to read your mind (such as detect thoughts or mind probe).
Daze
Charisma [Compulsion, Mind-Affecting]
Power Point Cost: 1
Level: 0; Display: Mental, Material; Manifestation Time: attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person.; Duration: 1 round; Saving Throw: Will negates; Power Resistance: Yes
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.
Detect Psionics
Clairsentience (Wis)
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 round; Range: Close (60 ft.); Target: Circle, centered on you, with a radius of 60 ft.; Duration: Concentration, up to 1 minute/level; Saving Throw: None; Power Resistance: No
You detect psionic auras. The amount of information revealed depends on how long you study a particular area or subject:
1st Round:Presence or absence of psionic auras.
2nd Round:Number of different psionic auras and the strength of the strongest aura. An overwhelming aura stuns you for 1 round and the power ends.
3rd Round:The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a non-power effect.) Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras. Aura Strength: An aura's psionic power and strength depend on a power's functioning power level or an item's manifester
level.
Functioning Power Level
Item Manifester Level
Aura Strength
0-level or lingering aura
Lingering aura
Dim
1st-3rd
1st-5th
Faint
4th-6th
6th-11th
Moderate
7th-9th
12th-20th
Strong
Artifact or deity-level
Beyond mortal psionics
Overwhelming manifester
If an aura falls into more than one category, detect psionics indicates the stronger of the two.
Time Aura Lingers: How long the aura lingers depends on its original strength:
Original Strength
Duration
Faint
1d6 minutes
Moderate
1d6x10 minutes
Strong
1d6 hours
Overwhelming
1d6 hours
Note: Each round, you can turn to detect things in a new area. You can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Drop
Charisma [Mind-Affecting]
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Medium (100 ft. + 10 ft./level); Target: One creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
You cause the targeted creature to drop one object it is holding. If the creature is holding more than a single item, you choose which item it drops.
Far Hand
Psychokinesis (Con)
Power Point Cost: 1
Level: 0; Display: Mental, Material; Manifestation Time: attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: A nonmagical, unattended object weighing up to 5 lb.; Duration: Concentration, up to 1 min.; Saving Throw: None; Power Resistance: No
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
Inkling
Clairsentience (Wis)
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Self; Target: Personal; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
Give a base chance for receiving a meaningful reply of 50% of whether a situation is good or bad. Note: You may only manifest inkling a number of times per day equal to your Wisdom modifier +1, regardless of further payment of power points or number of free manifestations left in the day. This restriction reflects the strain you put on your mind by using such a low-level power. In addition, what is considered "good" and "bad" in a situation can vary. For example, what is "bad" for a character in a situation, may be "good" for the group. So answers may, on occasion, be open to interpretation.
Know Direction
Clairsentience (Wis)
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Self; Target: Personal; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
You instantly know which way is north. If in a place where magnetic field lines do not specify north, you may know the direction of a prominent landmark, at the DM's discretion. You only know the direction of north immediately after manifesting this power. Subsequent movement on your part could confuse matters once again.
Missive
Charisma [Language-Dependent]
Power Point Cost: 1
Level: 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. +5 ft./2 Levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.
Sense Link
Dexterity
Power Point Cost: 1
Level: 0; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./level); Target: One willing creature; Duration: Concentration, up to 1 min./level
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation. You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses. Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.
The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
Whelm
Charisma [Mind-Affecting]
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
You assault the target’s mind, dealing 1d6 points of nonlethal damage if it fails its saving throw.
Level 1 Powers
Bestow Power
(Telepathy [Mind-Affecting])
Power Point Cost: 3
Level: 2; Display: Mental; Manifestation Time: Standard Action; Range: 20 ft.; Target: One psionic creature; Duration: Instantaneous; Saving Throw: None; Power Resistance: No;
You link your mind with another psionic creature’s mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels. Because of the intimate nature of this power, it cannot be fabricated into a psionic item—only power points generated by a psionic creature in the moment can be shared using bestow power.
Control Object
Psychokinesis (Con)
Power Point Cost: 3
Level: 1; Display: Visual; Manifestation Time: 1 round; Range: Medium (100 ft. + 10 ft./level); Target: One nonmagical, unattended object weighing up to
100 pounds; Duration:Concentration, up to 1 round/level; Saving Throw: None; Power Resistance: No
You telekinetically “bring to life” inanimate objects. Though not actually alive, objects move under your control. For instance, a chair may walk, a dead tree shuffle, a stone waddle. Live vegetation may not be controlled in this fashion, nor may already animate objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements. If rigid, it makes creaking, groaning, or grating sounds as you control it. The object can move with a speed of 10 feet. A controlled object that attacks an opponent has one slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage. Note: You may attempt to “control” a normal lock, making it move in such a way as to attempt to unlock itself. Using this power in this fashion grants a +4 competence bonus on Open Lock checks involving that particular lock.
Lesser MindLink
Telepathy (Cha)
Power Point Cost: 3
Level: 1; Material: Visual; Manifestation Time: 1 action; Range: Range: Close (25 ft. + 5 ft./2 levels); Target: You and one other creature who is initially no more than 30 ft away; Duration: 10 minutes/level; Saving Throw: None; Power Resistance No
You forge a telepathic bond with another creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Heal Self
Wisdom
Power Point Cost: See Text
Level: 1; Display: Visual; Manifestation Time: Full round action; Range: Self; Target: Personal; Duration: 1 round per 1 power points spent; Saving Throw: None; Power Resistance: No; Power Point Cost: 1 per HP (1:1)
This power allows the user to heal their wounds. For every 1 power point spent, the user may heal 1 HP of damage (1:1 expenditure). When this happens a blue aura surrounds any wounds. If the wound is a bleed, the first 3 power points spent will stabilize the wound but will not heal an HP.
Identify
Clairsentience (Wis)
Power Point Cost: 3
Level: 1; Display: Material and Mental; Manifestation Time: 8 hours; Range: Touch; Target: Up to 1 touched object per level; Duration: Instantaneous; Saving Throw: None; Power Resistance: No;
This power determines the single most basic function of a psionic item, including how to activate that function (if appropriate), and how many charges are left (if any). If a psionic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.
Masquerade
Charisma [Mind-Affecting]
Power Point Cost: 3
Level: 1; Display: Visual; Manifestation Time: 1 action; Range: Personal; Target: You; Duration: 10 minutes/level, (D)
You trick the minds of everyone around you, making them perceive you as someone else. This “psychic mask” makes others see you as 1 foot shorter or taller, thin, fat, or in between. You cannot make yourself look like something that doesn’t match your general body type; for example, if you’re human, you could make yourself look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a beard, or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile or audible (sound) properties of you or your equipment. A cane made to look like an assault rifle, but still functions as a cane. If you use this power to create a disguise, you get a +10 bonus on the Disguise check. A creature that makes direct physical contact with you gets a Will save to pierce the illusion. Masquerade makes you appear as a blurry, featureless gray shape on video recording devices such as security surveillance cameras.
Minor Concussion
Psychokinesis (Con)
Power Point Cost: 3
Level: 1; Display: Auditory; Manifestation Time: 1 action; Range: Medium (100ft + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude for half; Power Resistance: Yes
A target you select is pummeled with telekinetic force for 1d6 points of damage. You may choose to have the power deal an equal amount of subdual damage instead. Minor concussion always affects a
subject within range that you can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects (doors, walls, locks, and so on) cannot be damaged by the power.
Mute
Charisma [Mind-Affecting]
Power Point Cost: 3
Level: 1; Display: Mental; Manifestation Time: 1 action; Range: Medium (100 ft. + 10 ft,/ level); Target: One creature; Duration:] round/level (D); Saving Throw: Will negates; Power Resistance: Yes;
The target cannot speak (or cast spells with verbal components) for the power’s duration.
Sustenance
Psychometabolism
Power Point Cost: 3
Level: 1; Display: Material; Manifestation Time: Standard action; Range: Personal; Target: You; Duration: 1 day
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.
Level 2 Powers
Detect Thoughts
Telepathy (Cha) [Mind-Affecting)
Power Point Cost: 5
Level: 2; Display: Mental; Manifestation Time: 1 action; Range: Close (60 ft.); Target: Circle, centered on you, with a radius of 60 ft.; Duration: Concentration, up to 1 minute/level; Saving Throw: Yes (Will negates); Power Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject:
1st Round:Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round:Number of thinking minds and the mental strength of each.
3rd Round:Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts and you must manifest ‘detect thoughts’ again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up.
Intelligence
Mental Strength
1-2
Animal
3-5
Very low
6-9
Low
10-11
Average
12-15
High
16-17
Very high
18-21
Genius
22-25
Supra-genius
26+
Godlike
Note: Each round, you can turn to detect thoughts in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Empathic Transfer
Telepathy [Mind-Affecting]
Cost - 5
Level: 2; Components: Auditory, Material; Casting Time: Standard action; Range: Touch; Target: Creature Touched; Duration: Instantaneous; Saving Throw: Will half; Power Resistance: Yes
You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.
Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.
Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself.
Evil Eye
Charisma [Mind-Affecting]
Power Point Cost: 5
Level: 2; Display: Mental, Visual; Manifestation Time: 1 action; Range: Close (25 ft. + 5 ft./2 Levels); Target: One creature; Duration: 1 round/Level (D); Saving Throw: Will negates; Power Resistance: Yes
Your unsettling gaze Leaves the target cowering (d20 MODERN Roleplaying Game, page 140) for the spell’s duration. This is a fear effect.
Lesser Domination
Charisma [Compulsion, Mind-Affecting, Language-Dependent]
Power Point Cost: 5
Level: 2; Display: Mental; Manifestation Time: Attack action; Range: Close (100 ft. + 10 ft./Level); Target: One medium sized or small creature; Duration: 1 day/Level (D); Saving Throw: Will negates; Power Resistance: Yes
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her. The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw. Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.
Mental Trap
Clairsentience
Power Point Cost - 5
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d3 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Psionic Lock
Cost - 5
Level: 2; Components: Material; Casting Time: Standard action; Range: Touch; Target: One door, cabinet, chest, or portal touched, up to 30 sq. ft./level in size; Duration: Permanent; Saving Throw: None; Spell Resistance: No
A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful dispel psionics effect. Add +10 to the normal DC to break open a door or portal affected by this power.
Psychic Puppet
Charisma [Mind-Affecting]
Power Point Cost: 5
Level: 2; Display: Mental; Manifestation Time: 1 action; Range: Medium (100 ft. + 10 ft./Level); Target: One creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
You momentarily gain control of the target’s body and can immediately move the target up to 5 feet per manifester Level (maximum 30 feet) in any direction you choose. The target uses whichever mode of movement is most convenient; for example, if you use this power on a flying bird, it flies where you direct it to go. With this power, you can force the target to move into danger; for example, you could make the target walk off a cliff or through a threatened area.
Telekinetic Force
Psychokinesis [Force]
Power Point Cost - 5
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 200 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if multiple) to the check instead of your Strength modifier.
Telekinetic Thrust
Psychokinesis [Force]
Power Point Cost - 5
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 250 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 10 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Thought Shield
Charisma [Mind-Affecting]
Cost - 5
Level: 2; Components: Auditory; Casting Time: Immediate action; Range: Personal; Target: Self; Duration: 1 round
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it’s not your turn.
Level 3 Powers
Detect Remote Viewing
Clairsentience (Wis)
Power Point Cost: 7
Level: 3; Display: Visual, Mental; Manifestation Time: 1 action; Range: 120 ft.; Target: Area pf 120 ft. radius emanation centered on you; Duration: 24 hours; Saving Throw: None; Power Resistance: No
You immediately become aware of any attempt to observe you by means of clairaudience/clairvoyance or remote viewing. The power’s effect radiates from you and moves as you move. The power also reveals the use of other means of viewing, including magical scrying (unless the Psionics Are Different option is used). You know the location of every psionic sensor within the power’s area. If the viewing attempt originates within the area, you also know its location. If the attempt originates outside this range, you and the remote viewer immediately make opposed Remote View checks. (A Remote View check is the same as an Intelligence check for a creature without the Remote View skill. If opposing magical scrying, your Remote View check is opposed by the opponent’s Scry check) If you at least match the remote viewer’s result, you get a visual image of the remote viewer and a sense of the remote viewer’s direction and distance from you (accurate to within one-tenth the distance).
Heal Another
Wisdom
Power Point Cost: See Text
Level: 3; Display: Visual; Manifestation Time: Full round action; Range: Touch; Target: One creature; Duration: 1 round per 2 power points spent; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 2 per HP (2:1)
This power allows the user to heal another person or creature. For every 2 power points spent, the user may heal 1 HP of damage (2:1 expenditure) to the target. When this happens a blue aura surrounds any wounds. If the wound is a bleed, the first 6 power points spent will stabilize the wound but will not heal an HP.
Mental Barrier
(Clairsentience)
Power Point Cost: 7
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: No
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s attack roll in order to gain this power’s benefit against that attack.
Mindlink
Telepathy (Cha)
Power Point Cost: 7
Level: 3; Material: Visual; Manifestation Time: 1 action; Range: Range: Close (25 ft. + 5 ft./2 levels); Target: You and other creatures that are initially no more than 30 ft away *See Text; Duration: 10 minutes/level; Saving Throw: None; Power Resistance No
You forge a telepathic bond with other creatures, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). The maximum number of creatures that can share a Mindlink is equal to 1 + the Psion's Cha Score (not Mod). Psions may also choose to merge multiple Mindlinks together as long as proper point powers have been expended and enough Psions remain in the links to support the numbers. Participate duration is kept the same per original Mindlink.
Mental Trap, Improved
Clairsentience
Power Point Cost - 7
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6+1 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Negate Psionics
Constitution
Power Point Cost: 7
Level: 3; Visual; Manifestation Time: Attack action; Range: Range: Medium (100 ft. + 10 ft./Level); Target: One psionic character or creature, or one object; or 30-ft.-radius burst; Duration: Instantaneous; Saving Throw: None; Power Resistance No
Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can’t use negate psionics to undo the effects of any power with instantaneous duration. The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:
Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated. If the object that targeted is a psionic item, the manifester makes a negation check against the item’s manifester level. If the manifester succeeds, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.
Area Negation: The power affects everything within a 30-foot radius. For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature’s psionic items are not affected.
For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.
For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.
For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.
Power Leech
Cost - 7
Level: 3; Components: Visual, Auditory; Casting Time: Immediate action; Range: Close (25 ft. + 5ft./ 2 levels); Target: Any Psionic Creature; Duration: Concentration, up to 1 round/level; see text; Saving Throw: Will negates; Power Resistance: Yes
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends. Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.
Psycholocate
Wisdom
Power Point Cost: 7
Level: 3; Display: Visual; Manifestation Time: 1 action; Range: Long (400 ft. + 40 ft./level); Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level; Duration: 1 minute/level; Saving Throw: None; Power Resistance: No
You sense the direction of a well-known or clearly visualized object. You can use this power to locate general items (such as a stairway, fire exit, or safe), in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a particular item, such as a famous painting or a friend’s stolen car, requires a specific and accurate mental image of the item (a photograph will suffice, if one is available). If the image is not close enough to the actual object, the spell fails. This power doesn’t tell you how far away the object is, relative to you. If the object you seek is outside your range, you get no reading until the object comes into range. Your ability to locate an object is blocked by even a thin sheet of lead. You cannot locate creatures using this power.
Skillwipe
Charisma [Mind-Affecting]
Power Point Cost: 7
Level: 3; Display: Mental; Manifestation Time: 1 action; Range: Close (25 ft. + 5 ft./2 Levels); Target: One creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes
This power makes the target forget a specific body of knowledge. When you manifest this power, you must select a specific skill. The target is considered untrained in the skill (as though he has O ranks ¡n the skill) for the power’s duration.
Telekinetic Force, Improved
Psychokinesis [Force]
Power Point Cost - 7
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 300 pounds up to 30 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if multiple) to the check instead of your Strength modifier.
Telekinetic Thrust, Improved
Psychokinesis [Force]
Power Point Cost - 7
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 300 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 12 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Level 4 Powers
Empathic Transfer, Hostile
Telepathy [Mind-Affecting]
Cost - 10
Level: 4; Components: Auditory, Material; Casting Time: Standard action; Range: Touch; Target: Creature Touched; Duration: Instantaneous; Saving Throw: Will half; Power Resistance: Yes
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 30 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer.You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.
Imbue Psionic Item
(Telepathy [Mind-Affecting])
Power Point Cost: 10, See text
Level: 4; Display: Mental, Visual; Manifestation Time: Standard Action; Range: 20 ft.; Target: One psionic capable object; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes
You allow your power to flow through you and into an object capable of holding psionic energy. After paying the initial power point cost to focus and activate the power, the caster my transfer a number of power points equal to the caster's psionic level. The amount the object can hold is determined by the object and psion can tell when the item is at capacity. The can be used to charge psionic items and more. For example, to imbue an item with 4 power points, it would cost 10 to activate the power and 4 to transfer 4 power points to the item in question.
Mental Trap, Advanced
Clairsentience
Power Point Cost - 10
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d8+2 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Power Resistance
Constitution
Power Point Cost: 10
Level: 4; Display: Auditory, Visual; Manifestation Time: 1 action; Range: Touch; Target:
One creature touched; Duration: 10 minutes/level; Saving Throw: Will negates (harm Less); Power Resistance: Yes (harmless)
The target gains power resistance 11 + your caster level.
Split Mind
Intelligence
Power Point Cost: 10
Level: 4; Display: Mental; Manifestation Time: 1 action; Range: Self; Target: Personal; Duration: 10 minutes/level
You use both halves of your brain to resist mental attacks. Whenever you make a Will save, roll two d2Os. Take the higher result from both those rolls.
Tailor Memory
Charisma [Mind-Affecting]
Power Point Cost: 10
Level: 4; Display: Auditory; Manifestation Time: Attack action; Range: Medium (100 ft. +10 ft./Level); Target: One target Medium sized or smaller; Duration: Instantaneous
The manifester inserts a memory of his or her own choosing in the target’s mind. The manifester can insert a memory of up to 1 round duration per four manifester levels. The manifester chooses when the fake event occurred any time within the last week. The manifester can’t read the target’s memory with this power. Tailoring a memory is tricky, because if it is not done right the target’s mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the target’s past experience. The target gains a bonus of +1 to +4 on his or her saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM. Likewise, inserting a memory of the target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn’t possibly be true causes the power to fail automatically.
Telekinetic Force, Advanced
Psychokinesis [Force]
Power Point Cost - 10
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 350 pounds up to 40 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if mulitple) to the check instead of your Strength modifier.
Telekinetic Thrust, Advanced
Psychokinesis [Force]
Power Point Cost - 10
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 350 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 14 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Vigor
Psychometabolism (Str)
Power Point Cost: 10
Level: 4; Display: Material, Olfactory; Time: 1 action; Range: Self; Target: Personal; Duration: 1 minute/level
You suffuse yourself with power, gaining 2 temporary hit points per manifester level (maximum 20 hit points). These hit points do not stack with temporary hit points from other sources or with additional uses of vigor. These temporary hit points are reduced first when damage occurs.
Level 5 Powers
Astral Projection
Psychoportation (Dex)
Power Point Cost: 15
Level: 2; Display: Visual; Manifestation Time: 30 minutes; Range: Touch; Area: Indefinite; Duration: Until negated; Saving Throw: None; Power Resistance: Yes
Freeing your spirit from your physical body, this power allows you to project an astral body into the Astral Plane, which runs parallel to the Earthy Material Plane. You can bring the astral forms of other creatures with you, provided the creatures are linked in a circle with you at the time of the manifestation. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, the companions are stranded wherever you left them. You project your astral self into the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The power projects an astral copy of you and all you wear or carry onto the Astral Plane. On the Astral plane, the astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially. Luckily, very few things can destroy a silver cord. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to their physical bodies. The power lasts until you desire to end it, or until it is terminated by some outside means.
Body Purification
Psychometabolism (Healing)
Cost - 15
Level: 5; Components: Auditory, Material; Casting Time: Full round action; Range: Personal; Target: Self; Duration: Instantaneous
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain. (Ability drain is permenant)
Mindwipe
Charisma [Mind-Affecting]
Power Point Cost: 15
Level: 5; Display: Mental; Manifestation Time: 1 action; Range: Touch; Target: One intelligent creature; Duration: Permanent; Saving Throw: Will negates (see text);
Power Resistance: Yes
You empty the target’s mind. If the target fails a Will save, its Intelligence and Charisma scores each drop to 1, giving it roughly the intellect of a lizard. The affected creature is unable to use Intelligence and Charisma based skills, cast spells, use psionic powers, understand language, or communicate coherently. Still, the subject knows who its friends are and can follow them and even protect them. The subject remains in this state until restore mind is used to cancel the effect of the mindwipe. A creature that can manifest psionic powers takes a -4 penalty on its saving throw.
Mind Probe
Telepathy (Cha)
Power Point Cost: 15
Level: 5; Display: Material, Visual, Auditory; Manifestation Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 minute/level; Saving Throw: Fort negates; Power Resistance: Yes
All the subject's memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the mind probe to wake after each question. Subjects who do not wish to be probed
can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions. Creatures protected by mind blank are immune to mind probe.
Mental Trap, Greater
Clairsentience
Power Point Cost - 15
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d12+3 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Restore Mind
Intelligence
Power Point Cost: 15
Level: 5; Display: Mental; Manifestation Time: 1 action; Range: Touch; Target: One intelligent creature; Duration: Permanent; Saving Throw: Will negates (harmless); Power Resistance: Yes (harmless)
You remove all mind-affecting effects currently afflicting the subject.
Sending
Dexterity
Power Point Cost: 15
Level: 5; Display: Mental; Manifestation Time: 1 Full round action; Range: See Text; Target: One creature; Duration: 1 round; Saving Throw: None; Power Resistance: No
The manifester contacts a particular individual with whom he or she is familiar and sends a short message of twenty-five words or less. The target recognizes the manifester if it knows him or her. It can answer in like manner immediately. The target is not obliged to act on the message in any way.
Telekinetic Force, Greater
Psychokinesis [Force]
Power Point Cost - 5
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 400 pounds up to 50 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if multiple) to the check instead of your Strength modifier.
Telekinetic Thrust, Greater
Psychokinesis [Force]
Power Point Cost - 7
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 400 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 14 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Track Mind
Wisdom
Power Point Cost: 15
Level: 5; Display: Visual; Manifestation Time: 1 action; Range: Long (400 ft. + 40 ft/level); Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No
This power functions like psycholocate, except that it locates a known or familiar creature with an Intelligence score of 1 or higher. In addition to knowing the direction of the creature, you also know the direction it is moving (if any). You can locate a creature of a specific kind (such as a human or vampire) or a specific creature known to you. It cannot find a creature of a specific type (such as humanoid or animal). To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. This power cannot detect objects, non-intelligent creatures, or creatures warded against divinations. Lead sheeting blocks this power as well.
NOTES:
Saving Throw
Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.Power Resistance
Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he or she must make a level check (1d20 + psionic character’s class level) equal to or greater than the creature’s power resistance for the power to affect it.Psi Power Cost
The cost of each level psi power *WITHOUT* any modification is as follows:Level 0 - 1
Level 1 - 3
Level 2 - 5
Level 3 - 7
Level 4 - 10
Level 5 - 15
Level 0 Powers
Burst
Dexterity
Power Point Cost: 1
Level: 0; Display: Audible; Manifestation Time: See text; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round
The target increases his or her base speed by +10 feet on his or her next turn. The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round. Manifesting the power is a free action. If manifested on another creature, the manifestation time is an attack action.
Conceal Thoughts
Charisma [Mind-Affecting]
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 round; Range: Close; Target: Personal; Duration: 1 hour/level; Saving Throw: Will negates (harmless); Power Resistance: Yes
You protect your thoughts from analysis. While the duration lasts, the feat Psychic Inquisitor fails to operate against you, and you gain a +20 circumstance bonus on Bluff checks against those attempting to discern your true intentions with Sense Motive. You also gain a +4 bonus on your saving throw against any power used to read your mind (such as detect thoughts or mind probe).
Daze
Charisma [Compulsion, Mind-Affecting]Power Point Cost: 1
Level: 0; Display: Mental, Material; Manifestation Time: attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person.; Duration: 1 round; Saving Throw: Will negates; Power Resistance: Yes
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.
Detect Psionics
Clairsentience (Wis)
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 round; Range: Close (60 ft.); Target: Circle, centered on you, with a radius of 60 ft.; Duration: Concentration, up to 1 minute/level; Saving Throw: None; Power Resistance: No
You detect psionic auras. The amount of information revealed depends on how long you study a particular area or subject:
1st Round:Presence or absence of psionic auras.
2nd Round:Number of different psionic auras and the strength of the strongest aura. An overwhelming aura stuns you for 1 round and the power ends.
3rd Round:The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a non-power effect.) Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras. Aura Strength: An aura's psionic power and strength depend on a power's functioning power level or an item's manifester
level.
Time Aura Lingers: How long the aura lingers depends on its original strength:
Drop
Charisma [Mind-Affecting]
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Medium (100 ft. + 10 ft./level); Target: One creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
You cause the targeted creature to drop one object it is holding. If the creature is holding more than a single item, you choose which item it drops.
Far Hand
Psychokinesis (Con)
Power Point Cost: 1
Level: 0; Display: Mental, Material; Manifestation Time: attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: A nonmagical, unattended object weighing up to 5 lb.; Duration: Concentration, up to 1 min.; Saving Throw: None; Power Resistance: No
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
Inkling
Clairsentience (Wis)
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Self; Target: Personal; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
Give a base chance for receiving a meaningful reply of 50% of whether a situation is good or bad. Note: You may only manifest inkling a number of times per day equal to your Wisdom modifier +1, regardless of further payment of power points or number of free manifestations left in the day. This restriction reflects the strain you put on your mind by using such a low-level power. In addition, what is considered "good" and "bad" in a situation can vary. For example, what is "bad" for a character in a situation, may be "good" for the group. So answers may, on occasion, be open to interpretation.
Know Direction
Clairsentience (Wis)
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Self; Target: Personal; Duration: Instantaneous; Saving Throw: None; Power Resistance: No
You instantly know which way is north. If in a place where magnetic field lines do not specify north, you may know the direction of a prominent landmark, at the DM's discretion. You only know the direction of north immediately after manifesting this power. Subsequent movement on your part could confuse matters once again.
Missive
Charisma [Language-Dependent]Power Point Cost: 1
Level: 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. +5 ft./2 Levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.
Sense Link
Dexterity
Power Point Cost: 1
Level: 0; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./level); Target: One willing creature; Duration: Concentration, up to 1 min./level
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation. You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses. Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.
The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
Whelm
Charisma [Mind-Affecting]
Power Point Cost: 1
Level: 0; Display: Mental; Manifestation Time: 1 action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
You assault the target’s mind, dealing 1d6 points of nonlethal damage if it fails its saving throw.
Level 1 PowersBestow Power
(Telepathy [Mind-Affecting])
Power Point Cost: 3
Level: 2; Display: Mental; Manifestation Time: Standard Action; Range: 20 ft.; Target: One psionic creature; Duration: Instantaneous; Saving Throw: None; Power Resistance: No;
You link your mind with another psionic creature’s mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels. Because of the intimate nature of this power, it cannot be fabricated into a psionic item—only power points generated by a psionic creature in the moment can be shared using bestow power.
Control Object
Psychokinesis (Con)
Power Point Cost: 3
Level: 1; Display: Visual; Manifestation Time: 1 round; Range: Medium (100 ft. + 10 ft./level); Target: One nonmagical, unattended object weighing up to
100 pounds; Duration:Concentration, up to 1 round/level; Saving Throw: None; Power Resistance: No
You telekinetically “bring to life” inanimate objects. Though not actually alive, objects move under your control. For instance, a chair may walk, a dead tree shuffle, a stone waddle. Live vegetation may not be controlled in this fashion, nor may already animate objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements. If rigid, it makes creaking, groaning, or grating sounds as you control it. The object can move with a speed of 10 feet. A controlled object that attacks an opponent has one slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage. Note: You may attempt to “control” a normal lock, making it move in such a way as to attempt to unlock itself. Using this power in this fashion grants a +4 competence bonus on Open Lock checks involving that particular lock.
Lesser MindLink
Telepathy (Cha)
Power Point Cost: 3
Level: 1; Material: Visual; Manifestation Time: 1 action; Range: Range: Close (25 ft. + 5 ft./2 levels); Target: You and one other creature who is initially no more than 30 ft away; Duration: 10 minutes/level; Saving Throw: None; Power Resistance No
You forge a telepathic bond with another creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Heal Self
Wisdom
Power Point Cost: See Text
Level: 1; Display: Visual; Manifestation Time: Full round action; Range: Self; Target: Personal; Duration: 1 round per 1 power points spent; Saving Throw: None; Power Resistance: No; Power Point Cost: 1 per HP (1:1)
This power allows the user to heal their wounds. For every 1 power point spent, the user may heal 1 HP of damage (1:1 expenditure). When this happens a blue aura surrounds any wounds. If the wound is a bleed, the first 3 power points spent will stabilize the wound but will not heal an HP.
Identify
Clairsentience (Wis)
Power Point Cost: 3
Level: 1; Display: Material and Mental; Manifestation Time: 8 hours; Range: Touch; Target: Up to 1 touched object per level; Duration: Instantaneous; Saving Throw: None; Power Resistance: No;
This power determines the single most basic function of a psionic item, including how to activate that function (if appropriate), and how many charges are left (if any). If a psionic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.
Masquerade
Charisma [Mind-Affecting]
Power Point Cost: 3
Level: 1; Display: Visual; Manifestation Time: 1 action; Range: Personal; Target: You; Duration: 10 minutes/level, (D)
You trick the minds of everyone around you, making them perceive you as someone else. This “psychic mask” makes others see you as 1 foot shorter or taller, thin, fat, or in between. You cannot make yourself look like something that doesn’t match your general body type; for example, if you’re human, you could make yourself look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a beard, or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile or audible (sound) properties of you or your equipment. A cane made to look like an assault rifle, but still functions as a cane. If you use this power to create a disguise, you get a +10 bonus on the Disguise check. A creature that makes direct physical contact with you gets a Will save to pierce the illusion. Masquerade makes you appear as a blurry, featureless gray shape on video recording devices such as security surveillance cameras.
Minor Concussion
Psychokinesis (Con)
Power Point Cost: 3
Level: 1; Display: Auditory; Manifestation Time: 1 action; Range: Medium (100ft + 10 ft./level); Target: One individual; Duration: Instantaneous; Saving Throw: Fortitude for half; Power Resistance: Yes
A target you select is pummeled with telekinetic force for 1d6 points of damage. You may choose to have the power deal an equal amount of subdual damage instead. Minor concussion always affects a
subject within range that you can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects (doors, walls, locks, and so on) cannot be damaged by the power.
Mute
Charisma [Mind-Affecting]
Power Point Cost: 3
Level: 1; Display: Mental; Manifestation Time: 1 action; Range: Medium (100 ft. + 10 ft,/ level); Target: One creature; Duration:] round/level (D); Saving Throw: Will negates; Power Resistance: Yes;
The target cannot speak (or cast spells with verbal components) for the power’s duration.
Sustenance
Psychometabolism
Power Point Cost: 3
Level: 1; Display: Material; Manifestation Time: Standard action; Range: Personal; Target: You; Duration: 1 day
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.
Level 2 Powers
Detect Thoughts
Telepathy (Cha) [Mind-Affecting)
Power Point Cost: 5
Level: 2; Display: Mental; Manifestation Time: 1 action; Range: Close (60 ft.); Target: Circle, centered on you, with a radius of 60 ft.; Duration: Concentration, up to 1 minute/level; Saving Throw: Yes (Will negates); Power Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject:
1st Round:Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round:Number of thinking minds and the mental strength of each.
3rd Round:Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts and you must manifest ‘detect thoughts’ again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up.
Empathic Transfer
Telepathy [Mind-Affecting]
Cost - 5
Level: 2; Components: Auditory, Material; Casting Time: Standard action; Range: Touch; Target: Creature Touched; Duration: Instantaneous; Saving Throw: Will half; Power Resistance: Yes
You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.
Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.
Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself.
Evil Eye
Charisma [Mind-Affecting]
Power Point Cost: 5
Level: 2; Display: Mental, Visual; Manifestation Time: 1 action; Range: Close (25 ft. + 5 ft./2 Levels); Target: One creature; Duration: 1 round/Level (D); Saving Throw: Will negates; Power Resistance: Yes
Your unsettling gaze Leaves the target cowering (d20 MODERN Roleplaying Game, page 140) for the spell’s duration. This is a fear effect.
Lesser Domination
Charisma [Compulsion, Mind-Affecting, Language-Dependent]Power Point Cost: 5
Level: 2; Display: Mental; Manifestation Time: Attack action; Range: Close (100 ft. + 10 ft./Level); Target: One medium sized or small creature; Duration: 1 day/Level (D); Saving Throw: Will negates; Power Resistance: Yes
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her. The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw. Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.
Mental Trap
Clairsentience
Power Point Cost - 5
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d3 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Psionic Lock
Cost - 5
Level: 2; Components: Material; Casting Time: Standard action; Range: Touch; Target: One door, cabinet, chest, or portal touched, up to 30 sq. ft./level in size; Duration: Permanent; Saving Throw: None; Spell Resistance: No
A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful dispel psionics effect. Add +10 to the normal DC to break open a door or portal affected by this power.
Psychic Puppet
Charisma [Mind-Affecting]
Power Point Cost: 5
Level: 2; Display: Mental; Manifestation Time: 1 action; Range: Medium (100 ft. + 10 ft./Level); Target: One creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes
You momentarily gain control of the target’s body and can immediately move the target up to 5 feet per manifester Level (maximum 30 feet) in any direction you choose. The target uses whichever mode of movement is most convenient; for example, if you use this power on a flying bird, it flies where you direct it to go. With this power, you can force the target to move into danger; for example, you could make the target walk off a cliff or through a threatened area.
Telekinetic Force
Psychokinesis [Force]
Power Point Cost - 5
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 200 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if multiple) to the check instead of your Strength modifier.
Telekinetic Thrust
Psychokinesis [Force]
Power Point Cost - 5
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 250 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 10 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Thought Shield
Charisma [Mind-Affecting]
Cost - 5
Level: 2; Components: Auditory; Casting Time: Immediate action; Range: Personal; Target: Self; Duration: 1 round
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it’s not your turn.
Level 3 PowersDetect Remote Viewing
Clairsentience (Wis)
Power Point Cost: 7
Level: 3; Display: Visual, Mental; Manifestation Time: 1 action; Range: 120 ft.; Target: Area pf 120 ft. radius emanation centered on you; Duration: 24 hours; Saving Throw: None; Power Resistance: No
You immediately become aware of any attempt to observe you by means of clairaudience/clairvoyance or remote viewing. The power’s effect radiates from you and moves as you move. The power also reveals the use of other means of viewing, including magical scrying (unless the Psionics Are Different option is used). You know the location of every psionic sensor within the power’s area. If the viewing attempt originates within the area, you also know its location. If the attempt originates outside this range, you and the remote viewer immediately make opposed Remote View checks. (A Remote View check is the same as an Intelligence check for a creature without the Remote View skill. If opposing magical scrying, your Remote View check is opposed by the opponent’s Scry check) If you at least match the remote viewer’s result, you get a visual image of the remote viewer and a sense of the remote viewer’s direction and distance from you (accurate to within one-tenth the distance).
Heal Another
Wisdom
Power Point Cost: See Text
Level: 3; Display: Visual; Manifestation Time: Full round action; Range: Touch; Target: One creature; Duration: 1 round per 2 power points spent; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 2 per HP (2:1)
This power allows the user to heal another person or creature. For every 2 power points spent, the user may heal 1 HP of damage (2:1 expenditure) to the target. When this happens a blue aura surrounds any wounds. If the wound is a bleed, the first 6 power points spent will stabilize the wound but will not heal an HP.
Mental Barrier
(Clairsentience)
Power Point Cost: 7
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: No
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s attack roll in order to gain this power’s benefit against that attack.
Mindlink
Telepathy (Cha)
Power Point Cost: 7
Level: 3; Material: Visual; Manifestation Time: 1 action; Range: Range: Close (25 ft. + 5 ft./2 levels); Target: You and other creatures that are initially no more than 30 ft away *See Text; Duration: 10 minutes/level; Saving Throw: None; Power Resistance No
You forge a telepathic bond with other creatures, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). The maximum number of creatures that can share a Mindlink is equal to 1 + the Psion's Cha Score (not Mod). Psions may also choose to merge multiple Mindlinks together as long as proper point powers have been expended and enough Psions remain in the links to support the numbers. Participate duration is kept the same per original Mindlink.
Mental Trap, Improved
Clairsentience
Power Point Cost - 7
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6+1 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Negate Psionics
ConstitutionPower Point Cost: 7
Level: 3; Visual; Manifestation Time: Attack action; Range: Range: Medium (100 ft. + 10 ft./Level); Target: One psionic character or creature, or one object; or 30-ft.-radius burst; Duration: Instantaneous; Saving Throw: None; Power Resistance No
Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can’t use negate psionics to undo the effects of any power with instantaneous duration. The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:
Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated. If the object that targeted is a psionic item, the manifester makes a negation check against the item’s manifester level. If the manifester succeeds, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.
Area Negation: The power affects everything within a 30-foot radius. For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature’s psionic items are not affected.
For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.
For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.
For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.
Power Leech
Cost - 7
Level: 3; Components: Visual, Auditory; Casting Time: Immediate action; Range: Close (25 ft. + 5ft./ 2 levels); Target: Any Psionic Creature; Duration: Concentration, up to 1 round/level; see text; Saving Throw: Will negates; Power Resistance: Yes
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends. Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.
Psycholocate
Wisdom
Power Point Cost: 7
Level: 3; Display: Visual; Manifestation Time: 1 action; Range: Long (400 ft. + 40 ft./level); Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level; Duration: 1 minute/level; Saving Throw: None; Power Resistance: No
You sense the direction of a well-known or clearly visualized object. You can use this power to locate general items (such as a stairway, fire exit, or safe), in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a particular item, such as a famous painting or a friend’s stolen car, requires a specific and accurate mental image of the item (a photograph will suffice, if one is available). If the image is not close enough to the actual object, the spell fails. This power doesn’t tell you how far away the object is, relative to you. If the object you seek is outside your range, you get no reading until the object comes into range. Your ability to locate an object is blocked by even a thin sheet of lead. You cannot locate creatures using this power.
Skillwipe
Charisma [Mind-Affecting]
Power Point Cost: 7
Level: 3; Display: Mental; Manifestation Time: 1 action; Range: Close (25 ft. + 5 ft./2 Levels); Target: One creature; Duration: 1 day/level; Saving Throw: Will negates; Power Resistance: Yes
This power makes the target forget a specific body of knowledge. When you manifest this power, you must select a specific skill. The target is considered untrained in the skill (as though he has O ranks ¡n the skill) for the power’s duration.
Telekinetic Force, Improved
Psychokinesis [Force]
Power Point Cost - 7
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 300 pounds up to 30 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if multiple) to the check instead of your Strength modifier.
Telekinetic Thrust, Improved
Psychokinesis [Force]
Power Point Cost - 7
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 300 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 12 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Level 4 Powers
Empathic Transfer, Hostile
Telepathy [Mind-Affecting]
Cost - 10
Level: 4; Components: Auditory, Material; Casting Time: Standard action; Range: Touch; Target: Creature Touched; Duration: Instantaneous; Saving Throw: Will half; Power Resistance: Yes
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 30 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer.You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.
Imbue Psionic Item
(Telepathy [Mind-Affecting])
Power Point Cost: 10, See text
Level: 4; Display: Mental, Visual; Manifestation Time: Standard Action; Range: 20 ft.; Target: One psionic capable object; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes
You allow your power to flow through you and into an object capable of holding psionic energy. After paying the initial power point cost to focus and activate the power, the caster my transfer a number of power points equal to the caster's psionic level. The amount the object can hold is determined by the object and psion can tell when the item is at capacity. The can be used to charge psionic items and more. For example, to imbue an item with 4 power points, it would cost 10 to activate the power and 4 to transfer 4 power points to the item in question.
Mental Trap, Advanced
Clairsentience
Power Point Cost - 10
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d8+2 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Power Resistance
Constitution
Power Point Cost: 10
Level: 4; Display: Auditory, Visual; Manifestation Time: 1 action; Range: Touch; Target:
One creature touched; Duration: 10 minutes/level; Saving Throw: Will negates (harm Less); Power Resistance: Yes (harmless)
The target gains power resistance 11 + your caster level.
Split Mind
Intelligence
Power Point Cost: 10
Level: 4; Display: Mental; Manifestation Time: 1 action; Range: Self; Target: Personal; Duration: 10 minutes/level
You use both halves of your brain to resist mental attacks. Whenever you make a Will save, roll two d2Os. Take the higher result from both those rolls.
Tailor Memory
Charisma [Mind-Affecting]Power Point Cost: 10
Level: 4; Display: Auditory; Manifestation Time: Attack action; Range: Medium (100 ft. +10 ft./Level); Target: One target Medium sized or smaller; Duration: Instantaneous
The manifester inserts a memory of his or her own choosing in the target’s mind. The manifester can insert a memory of up to 1 round duration per four manifester levels. The manifester chooses when the fake event occurred any time within the last week. The manifester can’t read the target’s memory with this power. Tailoring a memory is tricky, because if it is not done right the target’s mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the target’s past experience. The target gains a bonus of +1 to +4 on his or her saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM. Likewise, inserting a memory of the target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn’t possibly be true causes the power to fail automatically.
Telekinetic Force, Advanced
Psychokinesis [Force]
Power Point Cost - 10
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 350 pounds up to 40 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if mulitple) to the check instead of your Strength modifier.
Telekinetic Thrust, Advanced
Psychokinesis [Force]
Power Point Cost - 10
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 350 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 14 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Vigor
Psychometabolism (Str)
Power Point Cost: 10
Level: 4; Display: Material, Olfactory; Time: 1 action; Range: Self; Target: Personal; Duration: 1 minute/level
You suffuse yourself with power, gaining 2 temporary hit points per manifester level (maximum 20 hit points). These hit points do not stack with temporary hit points from other sources or with additional uses of vigor. These temporary hit points are reduced first when damage occurs.
Level 5 PowersAstral Projection
Psychoportation (Dex)
Power Point Cost: 15
Level: 2; Display: Visual; Manifestation Time: 30 minutes; Range: Touch; Area: Indefinite; Duration: Until negated; Saving Throw: None; Power Resistance: Yes
Freeing your spirit from your physical body, this power allows you to project an astral body into the Astral Plane, which runs parallel to the Earthy Material Plane. You can bring the astral forms of other creatures with you, provided the creatures are linked in a circle with you at the time of the manifestation. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, the companions are stranded wherever you left them. You project your astral self into the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The power projects an astral copy of you and all you wear or carry onto the Astral Plane. On the Astral plane, the astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially. Luckily, very few things can destroy a silver cord. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to their physical bodies. The power lasts until you desire to end it, or until it is terminated by some outside means.
Body Purification
Psychometabolism (Healing)
Cost - 15
Level: 5; Components: Auditory, Material; Casting Time: Full round action; Range: Personal; Target: Self; Duration: Instantaneous
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain. (Ability drain is permenant)
Mindwipe
Charisma [Mind-Affecting]
Power Point Cost: 15
Level: 5; Display: Mental; Manifestation Time: 1 action; Range: Touch; Target: One intelligent creature; Duration: Permanent; Saving Throw: Will negates (see text);
Power Resistance: Yes
You empty the target’s mind. If the target fails a Will save, its Intelligence and Charisma scores each drop to 1, giving it roughly the intellect of a lizard. The affected creature is unable to use Intelligence and Charisma based skills, cast spells, use psionic powers, understand language, or communicate coherently. Still, the subject knows who its friends are and can follow them and even protect them. The subject remains in this state until restore mind is used to cancel the effect of the mindwipe. A creature that can manifest psionic powers takes a -4 penalty on its saving throw.
Mind Probe
Telepathy (Cha)
Power Point Cost: 15
Level: 5; Display: Material, Visual, Auditory; Manifestation Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 minute/level; Saving Throw: Fort negates; Power Resistance: Yes
All the subject's memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the mind probe to wake after each question. Subjects who do not wish to be probed
can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions. Creatures protected by mind blank are immune to mind
probe.
Mental Trap, Greater
Clairsentience
Power Point Cost - 15
Level: 3; Display: Auditory; Manifestation Time: Immediate Action; Range: Personal.; Target: Self; Duration: 1 round; Saving Throw: None; Power Resistance: Yes (harmless)
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d12+3 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Restore Mind
Intelligence
Power Point Cost: 15
Level: 5; Display: Mental; Manifestation Time: 1 action; Range: Touch; Target: One intelligent creature; Duration: Permanent; Saving Throw: Will negates (harmless); Power Resistance: Yes (harmless)
You remove all mind-affecting effects currently afflicting the subject.
Sending
DexterityPower Point Cost: 15
Level: 5; Display: Mental; Manifestation Time: 1 Full round action; Range: See Text; Target: One creature; Duration: 1 round; Saving Throw: None; Power Resistance: No
The manifester contacts a particular individual with whom he or she is familiar and sends a short message of twenty-five words or less. The target recognizes the manifester if it knows him or her. It can answer in like manner immediately. The target is not obliged to act on the message in any way.
Telekinetic Force, Greater
Psychokinesis [Force]
Power Point Cost - 5
Level: 2; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One object at a time; Duration: Concentration, up to 1 round/level; Saving Throw: Will negates (object); see text; Power Resistance: Yes (object)
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 400 pounds up to 50 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you key psionic class modifier (highest, if multiple) to the check instead of your Strength modifier.
Telekinetic Thrust, Greater
Psychokinesis [Force]
Power Point Cost - 7
Level: 3; Display: Visual; Manifestation Time: Standard Action; Range: Medium (100 ft. + 10 ft./ level); Target: One or more objects or creatures with a total weight of 400 lb. or less; Duration: Instantaneous; Saving Throw: Will negates or Will negates (object); see text; Power Resistance: Yes or Yes (object); see text
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight. (Up to 14 points of damage).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Track Mind
Wisdom
Power Point Cost: 15
Level: 5; Display: Visual; Manifestation Time: 1 action; Range: Long (400 ft. + 40 ft/level); Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level; Duration: 10 minutes/level; Saving Throw: None; Power Resistance: No
This power functions like psycholocate, except that it locates a known or familiar creature with an Intelligence score of 1 or higher. In addition to knowing the direction of the creature, you also know the direction it is moving (if any). You can locate a creature of a specific kind (such as a human or vampire) or a specific creature known to you. It cannot find a creature of a specific type (such as humanoid or animal). To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. This power cannot detect objects, non-intelligent creatures, or creatures warded against divinations. Lead sheeting blocks this power as well.